Classes | Namespaces

ai/composite/aspect.hpp File Reference

#include "property_handler.hpp"
#include "value_translator.hpp"
#include "../lua/lua_object.hpp"
#include "../lua/core.hpp"
#include "../../scripting/lua.hpp"
#include "../../log.hpp"
#include <boost/bind.hpp>
#include <boost/lexical_cast.hpp>
#include <boost/pointer_cast.hpp>
#include "../lua/lua_object.hpp"
#include "../lua/core.hpp"
#include "../../scripting/lua.hpp"
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Classes

class  ai::aspect
class  ai::typesafe_aspect< T >
class  ai::known_aspect
class  ai::typesafe_known_aspect< T >
class  ai::composite_aspect< T >
class  ai::standard_aspect< T >
class  ai::lua_aspect< T >
class  ai::aspect_factory
class  ai::register_aspect_factory< ASPECT >
class  ai::lua_aspect_factory
class  ai::register_lua_aspect_factory< ASPECT >

Namespaces

namespace  ai
 

A small explanation about what's going on here: Each action has access to two game_info objects First is 'info' - real information Second is 'subjective info' - AIs perception of what's going on So, when we check_before action, we use 'subjective info' and don't touch real 'info' at all.



Detailed Description

Definition in file aspect.hpp.

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